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Annakolian Communities

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PostPosted: Sat Aug 28, 2004 1:56 am    Post subject: Annakolian Communities Reply with quote Edit/Delete this post Delete this post View IP address of poster

These are but a few of the communities and regions of Annakolia:

The City of Annakol
The city and surrounding countryside is part of a barony ruled over by Baron Talanque. He attained his position by birthright. Agriculture, weapon making, and fashion design are the principal industries.

Cloister of the Esterbury Elves
A community dedicated to research in all arts, including visual arts, magic, bardic and martial arts, the Esterbury elves maintain an extensive library and offer retreats for a select few. The cloister is a closed community that depends on the nearby town of Riverbend for food and laborers. In exchange, for Riverbend�s support the Esterbury Elves provide protection.

Dark Forest of Deadwood
Dark Forest is anything but dead, except in the vicinity of Fingar. Deadwood is an appellation applied to the forest by the inhabitants of Fingar. North of the harvested regions the forest becomes think and beautiful. The elves there call the forest by another name, a name known only to them.

Durin
King Krago of the Mountains rules the dwarven city of Durin. The dwarves pride themselves in armor construction, metalwork, and jewelry making.

Elomtemnen
The wizard Shorembo guides Elomtemnen. Old beyond reckoning, the beginnings of Elomtemnen go back to ages long forgotten by men and distant memory to the elves. Some say Shorembo founded the city. Others dispute this. They argue, how old could the wizard be? Many elven artisans and craftsmen dwell here. Yet, as with many elven communities, it is unclear what means of support these people have.

Fingar
Predominantly a human community, Fingar is a commonwealth run by a nine-member council, elected by from the ranks of its adult citizens. Citizenship is by birthright or by a long application process. Not unlike real life, Fingar's history is riddled with revelations of government corruption followed by periods of reform. Glass making, pottery, woodworking and lumber processing have made the merchants of Fingar wealthy and powerful. Unfortunately, Fingar�s proximity to ogre and giant infested mountains makes is susceptible to frequent attacks. The lumber industry puts the people of Fingar at odds with the tree-dwelling elves living north of the town. Elves tend to stay away from Fingar.

Hidden Forest
Hidden Forest is the home of the peaceable Utarg Tribe of orcish-human descent. Rediscovered some generations back by Liam Renard, these nomadic people tend herds of semi-domesticated buffalo. The women weave rugs and cloth of exceptional beauty. With the advent of trade between the Tribe and outsiders, a select group of humans developed into the Utarg Guardians. The Guardians are sworn to protect the tribe and pass their vows on to their children. Renard wrote about his stay with the Tribe in Whispered Threads � A Sojourn with the Utarg Tribe of Hidden Forest.

Lathine
Lathine was a dwarven mining community, boasting a labyrinth of mines and caves. The council of dwarves governed Lathine. Life was good for those who live within the walled city and the caves. The surrounding mountains are full of giants thus making travel hazardous at best. Some ten years ago, a sudden assault on Lathine by unusually powerful goblinoids and orcs killed or drove out the dwarven inhabitants of the city. It is rumored the White Hand is somehow involved. Some of the surviving dwarven inhabitants are seeking to regain their home. Many now dwell in Undivver Ultok, a fortified village in the mountains around Lathine.

Port City
A major port for the northern region, Port City is also the seat of power for the loosely held Kingdom of Annakolia. and King Tarrach Alfson and Queen Fina ingen Aeda maintain a home in the Castle District. Before they ascended to the thrown Tarrach and Fina fought side-by-side in the last Great War against the giants. Fina�s father, King Cariadoc died on the field of battle. On his deathbed he passed rule of the Kingdom to Fina and Tarrach, thus passing over Fina�s older brother, Prince Emrys. The Prince lives incognito, under self-imposed exile. Most recently he was spotted in Zenois Tower. Authorities in the Royal Guard are constantly on watch for the Prince�s repeated plots to overthrow Fina and Tarrach.

The Pride
The wemics of the Pride hunt the herds of buffalo and antelope that roam the savannah northeast of the Lowland Farmlands. The Pride�s range extends into the Uncharted Regions, but stops short of the Desolated Heath. Once per year on Summer Solstice, the Pride meets for a Rowel, where every wemic, male or female, may speak regardless of status in the Pride. Non-wemics who have heard the Rowel say that the sound of all those wemics talking, shouting, and bellowing, like the roaring of lions, stricks fear in one's heart.

The Uncharted Regions
East, toward the south sea, only the areas along the Galandar River and the coastline are well mapped. Little is known of the topography and creatures living beyond one-day�s journey from the coast or river. The rocky terrain becomes so inhospitable and water so scarce that most travelers either turn back or die. The few who return tell of a barren and desolated heath where scant vegetation lives. Travelers report incomprehensible visions that dog their waking hours and prevent sleep. Eerie voices whisper nonsense in their ears. Legend tells that the gods and mortals fought a great battle there eons ago.

Zenoris Tower
The tiny barony of Zenoris Tower lies west and across the river from Port City. The Baroness Margarette Zonoris rules by birthright. The only surviving progeny of her family, Her Excellency is both beautiful and available. She detests Prince Emyrs who frequently seeks her hand in marriage. The sewers of the keep are reputed to be haunted.

Gnomar
This island, populated almost entirely by gnomes, can be reached via ship from Tharbad, Arkham, and Halfling Heaven Village. Ruled by King Gloibo and Queen Maysis, the kingdom boasts a golem factory, farmlands and unusual forests. A trade route between Tharbad and Gnomar exists requiring Oxen transport. Certain other surprises make Gnomar an interesting place to visit and explore.

Updated 2/3/06]
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Last edited by charissa1066 on Fri Feb 03, 2006 9:36 pm; edited 3 times in total
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PostPosted: Sat Aug 28, 2004 9:18 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

[Edited: 8/28/04]
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PostPosted: Tue Apr 26, 2005 12:23 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

Updated 4/26/05
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PostPosted: Tue Oct 18, 2005 12:49 pm    Post subject: Roseberry Isle Reply with quote Edit/Delete this post Delete this post View IP address of poster

Roseberry Isle
by Halfling Heaven

Barrydale
Renamed Barrydale by the current Baron Barry, this generously sized town boasts some beautiful scenery and is the home of three schools of interest to bards. Hailed as the City of Music, Barrydale is in fact merely a town and Barony. Three temples exist in Barrydale and are dedicated to Oghma, Mielikki and Diana.

Dahke
A village of halflings on the stormy north coast of Roseberry Isle, almost constantly overshadowed by torrential rain and vicious lightning, this village is small and unremarkable. However, the halflings (or dahklings) are remarkably untrustworthy. In this village, residents do not lock their doors simply because, if they did, the lock would be picked within minutes. The local temple is dedicated to Loki, God of Mischief.

Fishers Point
A fishing community on the southwest point of Roseberry Isle, Fishers Point comprises mainly of warehouses, barns and storage, although a small community has established there. It is rumored that smugglers and pirates originally founded Fishers Point, but that was many centuries ago and not a fair representation of the lawful and hardworking population of nowadays.

Fountain City
Home of Baroness Zoe, Fountain City is trying to be picturesque but somehow falls short. Situated in the Northeast, it is a sunny city but has a chill dampness in the wind. The city is a popular place for commerce and an extremely lawful place. However, despite its generally wealthy population, there are a growing number of homeless. These people are evicted from the city and have started to make a slum camp outside the city walls, much to the annoyance of the Baroness and her city guards.
High cost of living within the city seems to keep charityorganisations and temples from setting up within. Any religious types living within the city tend to travel to worship, and religion in general is taken less seriously.

The Burning Sands
The fools. They opened the gates without thought to what would happen. Some might say that they paid for their decision with their lives, but so many more died. Innocent people.
Now the sky rains fire, as if the essence of the sun is being drawn toward the gates. Then there is the heat from the gates themselves. I think those that died may have escaped whatever is to come.

What did they hope to achieve? Sometimes, gates and doors are not meant to be opened.
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PostPosted: Tue Oct 18, 2005 12:53 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

Griefer
By Flamecrow

On the West Coast of the continent, Griefer holds no direct relationships to any other city. However there are trade relationships with the Last Inn. A peculiar being, referred to, as 'the Templar' seems to be the one who leads the city. Griefer is famous for its many lifelike dragon statues and feared for its citadel, which lowers deep into the ground and is home all sorts of evil.

Law and Punishment in Griefer is strict, but fair. A trial is held for every suspect and if the majority of the people find the suspect to be guilty punishment will be acted out on him.

Griefer can be reached by ship; it lies up the hill to the west of the harbor.
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PostPosted: Fri Feb 03, 2006 9:37 pm    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

Updated 2/3/06
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PostPosted: Sat Jul 07, 2007 11:58 am    Post subject: Reply with quote Edit/Delete this post Delete this post View IP address of poster

Blackstone Prison

If you have ever wondered what happened to all those really nasty criminals.... The murderers, muggers, necromancers and madmen.... then Blackstone Prison is there final destination.

Situated on a remote island in treacherous rocky waters, the Island Prison was built by the founders of Farwest City as a place in which to incarcerate all the worst possible lowlifes.
The main body of 'staff' are Tyr Paladins, though there are many guards from other walks of life who have gradually over the years gained employment at the infamous prison. It is rumoured that, once at the prison, inmates are given a 'one-chance' rule. This rule states that they may live their remaining days upon the island as long as they do not make a misdemeanour of any sort. It is uncertain what happens to the prisoners who break the 'one-chance' rule, but some say that the torture chamber is extensive and is staffed by some of the other inmates.

Blackstone Prison is reputed to be inescapable, due to the ferocious waters which surround the island and the vicious labyrinth of rocks which hide beneath the waters surface. Only one ships captain is said to know the route through these rocks, and Captain Lyonset is reknowned for repeatedly losing his prison ships to the ocean.... along with his 'passengers'.

It is safe to assume that no prisoner ever leaves Blackstone Prison. Those who are sentenced to life imprisonment there, ultimately serve life.
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